Not A Feat! Optional Injury/Healing Rule! Image

Natural Healing:

-Long Rests restore half the hit point maximum

-Short Rests take 30 minutes

 

Wound Threshhold:

-Character lvl + CON modifier times 3

(Example: (lvl 5 +CON mod. 2) x 3 =21, so when taking 21 damage an injury is beeng sustained)

With no previous injurys it results in a light injury.

With an untreated light injury it results in a serious injury (which might remove the light injury).

(Critical hits that exceed the Wound Threshhold result in a light injury on a 1 to 18 and a serious injury on a 19 to 20, in case of no previous injurys.)

 

Light Injuries:

-Concussion: -1 to all rolls

-Limp: -5ft movement, Acrobatics Check on dash

-Broken Rib: DC8 CON save on action in Combat

-Festering Wound: -1 max-HP per day

Serious Injuries:

-Lose an Eye: Disadvantage on perception checks and ranged attacks

-Lose an Arm/Hand: cant hold two things at once or two handed weapons

-Lose a Leg/Foot: Speed halved, need a cane/peg leg/etc, fall prone after dash action

-Internal Injury: DC15 CON save on action in Combat

-Horrible Scar: Disadvantage on persuasion checks, advantage on intimidation checks

 

Healing:

-Light Injurys: Low level Healing (4th level spells and lower, including potions) equivalent to the Wound Threshhold, or high level Healing (5th level Spells and above (includes upcast Spells)), or 5 succesfull medicine checks with a Healers Kit

-Serious Injurys: High level Healing for Internal Injurys and Horrible Scars, the 7th level "Regenerate" Spell (or stronger Spells)

Not A Feat! Optional Injury/Healing Rule! Image

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